that's more of a gripe with how relatively non unique the civ6 governments are
Firaxis have really done very little with Governments beyond Vanilla.
Governments don’t impact loyalty. They have some late game impact on Tourism and Diplomacy, but it’s pretty blunt and not always apparent. The late game governments have unique policies tied to each government, but they don’t have eg unique governors, units, districts / buildings tied to any governments, diplomatic options. They don’t really interact with the World Congress, not even having eg Resolutions that impact particular governments.
Government Plaza and Diplo Quarter don’t really tie with governments except in terms of when GP Buildings unlock and Legacy Cards (and, IMO, legacy cards feel very random).
And then there’s all the just “unused” mechanics. Tourism doesn’t do anything except impact CV, eg no ideological pressure. Happiness and maintenance are largely invisible, and certainly don’t interact with governments (beyond policy cards) they way they did in Civ V. All the governments are aligned along the axis of either freedom, order or autocracy, but there’s no real significance to that. Anarchy is essentially invisible, as there’s no real penalty to swapping governments.
I’m not really saying the existing Civ VI mechanics are bad. I’m more saying there is just a lot left on the table around “politics, culture and conflict”, the late game, and economic management. And those gaps are particularly apparent when you look at Civ V.
Specially,
Civ VI is missing some sort of significant empire management, where you’re forced to do things to manage your empire. And
Civ VI is also really missing more consequential decisions about how your empire develops leading to some sort of end game mechanics, eg ideologies and ideological pressure.
The other thing Civ VI is missing v Civ V is access to the .dll. This is not to say that Civ isn’t mod friendly. But it doe constrain what can be done with mods, with the result that things like Vox P aren’t possible. I think mods like that are a big part of Civ V’s charm, which is a real issue for Civ VI as the game matures and people are really starting to look for that sort of content.
Anyway. Short point, Firaxis must be well aware of these various concerns by now. Yet, it’s almost entirely unclear if Firaxis will so anything about them
It looks like we might, and I mean
might, more interesting empire management type stuff, given there will be some sort of “Alternate Economy” mode. I also think empire management is probably better being somewhat optional, given constraints on what you can do and or negative consequences does seem to be a real turn off for some people. When Firaxis want to introduce “economy” type mechanics, they have shown they can do a good job. Loyalty is just an awesome mechanic, and seems to keep getting better whenever FXS tweak it. Resources is a pretty good Mechanic, if you ignore infantry / tanks both needing oil and aluminium helicopters. And the basics of Civ VI’s happiness / amenities system is really solid - it’s just tuned in a way that it rarely impacts your game.
Firaxis could totally do more around ideology and ideological pressure - all the basic mechanical building blocks are there, and they have experience with those mechanics from Civ V. Secret Societies also shows just the tiniest taste of the sort of thing FXS could do with these sorts of ideas. But I don’t think this sort of stuff would work well as a “game mode”. Meaning either it doesn’t happen, or it’s done as a game mode and so is very limited / disappointing, or we have to wait for something like another expansion to tackle that area (and that seems unlikely).
I don’t think the .dll is a lost cause, but it’s not looking good. So, yeah.
Anyway. Enough. I really didn’t mean to be posting on these themes again. I’m just somewhat frustrated by the state of the game after two expansions etc. I played a few good games of Civ last weekend, and was left with the same feeling I’ve had for a few years: the first 150 turns are brilliant, but there is very little meaningful to look forward to after that, except a desert of could have been.
The first half of Civ VI is a brilliant strategic and tactical 4X. The back half is essentially roleplaying sandbox, and even that is quite limited. Overall, I really like the game, and think FXS have done a great job on this iteration of Civilization. And I recognise that game development cycles are now very long, and this maybe is particularly the case for a game like Civ VI which is incredibly ambitious in terms of historical and mechanical scope. But it still feels like a lot of brilliant stuff was left on the cutting room floor or hasn’t got nailed down, and I would not presume that this stuff will make it into the game no matter how long I wait, although I’m happy to be surprised.